pressure vessel
default foam gun fires a stream tech: pressure vessel - in addition to the stream, foam gun builds up charges. charges release after you stop firing capacitor tech doubles pressure vessel effect tech: syntactic foam - foam does 41% more damage per second quantum foam removed spore gun has 25% more ammo and fires 25% more often spores and worms move 25% faster nail gun has 5% more ammo all versions of nail gun have a much higher fire rate harpoon/grapple density reduced by 20% this also lowers damage about 10% harpoon/grapple properly follow conservation of momentum (a small jerk when it retracts) bug fixes
This commit is contained in:
71
js/tech.js
71
js/tech.js
@@ -5078,7 +5078,7 @@ const tech = {
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{
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name: "tinsellated flagella",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Zoospore#Flagella_types' class="link">tinsellated flagella</a>`,
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description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>2</strong> more <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>40% faster</strong>",
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description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>2</strong> more <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>50% faster</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -5481,9 +5481,9 @@ const tech = {
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isBot: true,
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isBotTech: true,
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isNonRefundable: true,
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requires: "at least 3 guns, foam gun, NOT EXPERIMENT MODE, bot upgrades, fractionation, quantum foam, capacitor",
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requires: "at least 2 guns, foam gun, NOT EXPERIMENT MODE, bot upgrades, fractionation, pressure vessel",
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allowed() {
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return b.inventory.length > 2 && tech.haveGunCheck("foam", false) && !b.hasBotUpgrade() && !tech.isAmmoFoamSize && !tech.foamFutureFire && !tech.isCapacitor
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return b.inventory.length > 1 && tech.haveGunCheck("foam", false) && !b.hasBotUpgrade() && !tech.isAmmoFoamSize && !tech.isFoamPressure
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},
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effect() {
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tech.giveTech("foam-bot upgrade")
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@@ -5532,7 +5532,7 @@ const tech = {
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allowed() {
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return (!tech.isFoamAttract && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot || tech.isFoamBall)) || (tech.haveGunCheck("matter wave") && !tech.isLongitudinal)
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},
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requires: "foam, not electrostatic induction, matter wave, not phonon",
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requires: "foam, matter wave, not electrostatic induction, not phonon",
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effect() {
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tech.isBulletTeleport = true
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},
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@@ -5581,22 +5581,22 @@ const tech = {
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}
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},
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{
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name: "quantum foam",
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description: "<strong>foam</strong> gun fires <strong>0.25</strong> seconds into the <strong>future</strong><br>increase <strong>foam</strong> gun <strong class='color-d'>damage</strong> by <strong>66%</strong>",
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name: "surface tension",
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description: "<strong>foam</strong> bubbles have improved adhesion which<br>does <strong>41%</strong> more <strong class='color-d'>damage</strong> per second",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("foam")
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return tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot || tech.isFoamBall
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},
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requires: "foam",
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effect() {
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tech.foamFutureFire++
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tech.foamDamage += 0.011 * 0.41
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},
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remove() {
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tech.foamFutureFire = 0;
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tech.foamDamage = 0.011;
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}
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},
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{
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@@ -5618,6 +5618,37 @@ const tech = {
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tech.isAmmoFoamSize = false;
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}
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},
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{
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name: "pressure vessel",
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description: "the <strong>foam</strong> gun builds up pressure as you fire<br>that discharges <strong>foam</strong> after firing",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("foam")
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},
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requires: "foam",
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effect() {
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tech.isFoamPressure = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "foam") {
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b.guns[i].chooseFireMethod()
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break
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}
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}
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},
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remove() {
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tech.isFoamPressure = false;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "foam") {
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b.guns[i].chooseFireMethod()
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break
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}
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}
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}
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},
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{
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name: "capacitor bank",
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// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
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@@ -5628,26 +5659,14 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.blockDamage > 0.075 || tech.isRailGun || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser || tech.isPlasmaBall
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return tech.blockDamage > 0.075 || tech.isRailGun || (tech.haveGunCheck("foam") && tech.isFoamPressure) || tech.isTokamak || tech.isPulseLaser || tech.isPlasmaBall
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},
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requires: "throwing blocks, railgun, foam, pulse, tokamak, plasma ball",
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effect() {
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tech.isCapacitor = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "foam") {
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b.guns[i].chooseFireMethod()
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break
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}
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}
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},
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remove() {
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tech.isCapacitor = false;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "foam") {
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b.guns[i].chooseFireMethod()
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break
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}
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}
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}
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},
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{
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@@ -5909,7 +5928,7 @@ const tech = {
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},
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remove() {
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tech.isHarpoonPowerUp = false
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tech.harpoonDensity = 0.005
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tech.harpoonDensity = 0.004
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}
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},
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{
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@@ -9802,7 +9821,6 @@ const tech = {
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is111Duplicate: null,
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isDynamoBotUpgrade: null,
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isBlockPowerUps: null,
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foamFutureFire: null,
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isDamageAfterKillNoRegen: null,
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isHarmReduceNoKill: null,
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isSwitchReality: null,
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@@ -9891,7 +9909,6 @@ const tech = {
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isFreeWormHole: null,
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isRewindField: null,
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isCrouchRegen: null,
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isDarts: null,
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OccamDamage: null,
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isAxion: null,
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isWormholeMapIgnore: null,
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@@ -9918,5 +9935,7 @@ const tech = {
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missileFireCD: null,
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isBotField: null,
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isFoamBall: null,
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isNoDraftPause: null
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isNoDraftPause: null,
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isFoamPressure: null,
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foamDamage: null
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}
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